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Samurai - A No Limits Revolution!

Discuss anything involving No Limits Coaster Simulation.

Post August 17th, 2004, 7:03 pm

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Samurai - A No Limits Revolution

http://coastercrazy.com/track_exchange/de ... p?tid=4985

Samuari is the is truly a groundbreaking ride. This is the first No Limits track to be designed entirely mathematically. All track was generated using Tia's "Elementry" utility. While a few of the default wizards were used for a few elements (the loop and the corkscrew) all other track was generated by a few very versatile formulas that I have created. This track was just a test to see how practical it would be to do a whole coaster with it. This entire track was done in a little over an hour. THe only editing done with the NL editor was to adjust banking. This is intended as more of a tech demo than a serious ride, but it rides well, is smooth and pump free (By design!). The supports were done very quickly, just for the sake of sense of speed. Total time spent on this ride was under 2 hours.

Take a ride on Samurai and expirence the future!

Post August 17th, 2004, 7:34 pm
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Frankly I don't think it works [lol] This is a porr track really, and I for one am glad thats its a poor track because maybe people will carry on building tracks manually instead, and use skill instead of just being boring

Post August 17th, 2004, 7:40 pm

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What does it have to do with being boring or having skill? While certainly not my best work, I think it is very stylistically accrurate, and rides exactly like the Vekoma loopers I was trying to emulate. This is the way of the future. THIS IS THE WAY REAL DESIGNERS WORK. If you wish to remain in the stone age, that's your decision. This doesn't require any less skill, and is some ways it requires more. In any case, it allows one to concentrate to a much greater extent on the design on the ride, rather than the arbitrary limits imposed by the sim.

Post August 17th, 2004, 10:08 pm

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Hmm, I kind of agree. It makes it more professional. But I have no idea how to use any of that formula crap. I myself have trouble smoothing my own tracks so maybe learning this would be helpful.

Post August 17th, 2004, 10:40 pm

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Originally posted by Tyler

In any case, it allows one to concentrate to a much greater extent on the design on the ride, rather than the arbitrary limits imposed by the sim.


um how exactly???

and i think you completly wrong, no limits is not ment in anyways to be recreating real life coaster constructing programs. This is a game, you build a cool looking track, that's it, no matter how proffessional you make it, you can't make blueprints with it, you can't take accurate messurments, and the dynamics are not 100%, so what exaclty is the point of useing a bunch of equations to creat your ride. Coaster desinging is about imagination, not calculation.

Post August 17th, 2004, 11:10 pm

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Exactly. These news tools make it much easier to take what's in my head, and make a working track out of it. I can think in terms of hills and turns, instead of arbitrary segments. No Limits is a sim. It's not a game. You could absolutely make blueprints from it. It's be trivial, given the file format, to write a program that can generate all of the rides geometry, including the supports, and export it to an external app, such as a cad program. Back when I ran coastergames.net, I had a program that did just that (minus the supports). It generated totally accurate side, top, and front views of the layout. The NL format allows for plenty of accuracy. The node positions are stored in metres, as 32bit floating point numbers. That works out to a precision of roughly 0.000001CM. As for the smoothness of the track, the main problem is caused by the banking. Right now my formulas don't take the heartline into account, although I hope to eventually do that. If you look closely in the editor from above, you will see that the turns are indeed mathematically perfect. Well, within a tolerance of 0.1CM or so. That's the best you can do with a limited number of points, but is actually MORE accurate than it is possible to build real track, especially given factors like heat expansion/contraction, settling of the foundation, etc.

Post August 18th, 2004, 12:11 am

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Oh, and to clear up one other misconception that seems to be going around, mathematically perfect does NOT mean (nessesarily) perfectly smooth. It simply means that for instance, my curves are perfectly round, the angles are exactly what I want, etc.

Post August 18th, 2004, 1:28 pm

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You say it makes it easier to design whats in your head - but does it give a perfect representation of your original thoughts? Thought not - working by hand is always going to give more original results. I'm pretty sure that real coaster designers work with elementary - they will have a more advanced program which allows Smooth tracks, for example one element flowing in to the next almost un-noticably. If you can create formulas that create smooth tracks and not ones that throw you around, then i'm all for it - but im still waiting for it.

Post August 18th, 2004, 1:29 pm

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